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Predictive Systems: The Game Rock-Paper-Scissors as an Example

机译:预测系统:以剪刀石头布游戏为例

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In simple-decision-making scenarios such as in repeated two-person games human behavior is to some extend predictable. To investigate this research question, we focused on developing a system for the Rock-Paper-Scissor (RPS) game. Our approach included three steps: (i) To generate a large data-base of experimental data, (ii) to analyze the data to detect systematic patterns and deviations from rational behavior within the test persons, and (iii) to employ methods from machine learning to identify patterns and predict the next throw of the opponent. We identified as the best current approach a Gated-Reccurent- Unit using User Statistics, which is able to predict the next throw and hence win in about 50% of the cases, beating state-of-the-art approaches. Potentials and limitations of our approach are discussed.
机译:在简单的决策场景中,例如在重复的两人游戏中,人类行为在某种程度上是可预测的。为了调查这个研究问题,我们专注于开发用于剪刀石头布(RPS)游戏的系统。我们的方法包括三个步骤:(i)生成大型的实验数据数据库;(ii)分析数据以检测系统模式和测试人员内部理性行为的偏差;(iii)采用机器方法学习识别模式并预测对手的下一击。我们使用用户统计数据将门控复发单元确定为当前最佳方法,该方法能够预测下一个掷球,因此在大约50%的情况下胜出了最先进的方法。讨论了我们方法的潜力和局限性。

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